Sal TW for the 99th (swade)

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Sal TW for the 99th (swade)

Post by Pender Lumkiss » Tue Aug 13, 2019 10:46 pm

4 HJ rolls:
Undercover black ops: 9
Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of the streets and alleys, gaining the Streetwise Edge. She is also good at creating fakes of necessary papers, badges, and the like; she's got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks.

Training: 6
Part of your character's extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval. Adept Edge!

Magic and mystiscm: 14
Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Boost/Lower Trait

Underworld Black ops: 15
With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what's needed in a crunch. He has the Scrounger Edge
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Re: Sal TW for the 99th (swade)

Post by Pender Lumkiss » Wed Aug 14, 2019 7:51 am

Ratman Race
  • Agile: Rat Men start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Rats possess the Ambidextrous Edge.
  • Alien Physiology: Ratlings are quite alien, giving those unfamiliar with their biology a –2 penalty to Healing and cybernetics checks—Juicer and Crazy augmentations don't work on them—and Rifts Earth cybernetics and medical supplies/services that are compatible require double the listed price.
  • D-Bee (Major): Rat Men are deemed the enemy by human supremacists like the Coalition States and easily misunderstood by others, suffering –2 Persuasion when dealing with prejudiced groups.
  • Elusive: Rats are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
  • Fast: Rats have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Quick: Rat men begin play with the Quick Edge.
  • Slight: Rat men are on the slender side, about 120 lbs and 5 ft tall. They have the small hindrence.
  • Short Attention Span: Rat Men have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
  • Supreme Confidence: All Ratmen are inherently Overconfident in addition to any Hindrances chosen by the player.
  • Wanted Hindrance (Minor): Ratmen operating outside of CS control are wanted by the Coalition, and there's always a fair bounty for bringing one in.
    Player notes: changed the resistricted path PPE to small Hindrence. Also added the minor wanted Hindrence from dogboys.
  • Arcane Background (Techno-Wizardry): Techno-Wizards begin with a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with three powers from the list above, 15 PPE, a Techno-Wizardry skill of d6 (their Arcane Skill), and each of their powers built into separate Gizmos of their own design. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear— and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator's attention; anyone who can use TW gear (see page 83) can also use the Techno-Wizard's Gizmo by expending Power Points as usual.
    • arcane protection, barrier, blast, blind, bolt, boost/ lower Trait, burrow, burst, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/ darkness, protection, relief, slumber, smite, sound/silence, speak language, sloth/speed, stun, telekinesis, teleport, wall walker, and warrior's gift.
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which functions quite differently through the creation of arcane Gadgets. As often as half her Smarts die per session, and as an action, the Techno-Wizard produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Creating a Gadget requires a Techno-Wizardry skill check at –2 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator's normal maximum PPE pool (round down); with a raise the device gains +5 PPE to its pool. The Gadget can only be activated using its own PPE pool—once used up (or at the end of the session) it ceases to function.
  • Machine Maestro: A Techno-Wizard can interface with machines by touch— including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. When interfacing with preexisting arcane items and TW gear, the bonus increases to +2. Machine Maestro does not allow the Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
  • Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with Electronics, Occult, Repair, and Science at d6.
Complications:
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 69).
  • Device Dependent: A Techno-Wizard must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets. Without these items she cannot make her magic work.
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon's authority and the True Federation of Magic—including those serving in the Tomorrow Legion—are also deemed enemies of the state there.
  • Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
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Re: Sal TW for the 99th (swade)

Post by Pender Lumkiss » Wed Aug 14, 2019 9:14 pm

Player Name: Jon Neeper
Google Handle: Jonneeper@gmail.com
Character Name: Salvatore Squeaks “Sal”
Rank: Heroic Advances: 13 Advances Left: 0
Race: Ratman (quickflex reimagined)
Iconic Framework: Techno-Wizard

Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 14(6)in armor ; PPE: 30
Skills:
  • Repair d8(1)
  • Science d6
  • Electronics d6
  • Occult d8(1)
  • Athletics d4
  • Notice d8(2)
  • Persuation d8 (2)
  • Stealth d8(2)
  • Techno-Wizardry d12+2(4)
  • Thievery d6 (2)
  • Athletics d4
  • Common kn d6(1)
Hindrances
  • Heroic: There are heroes and there is Sal. Bleeding hearts from the world over come to him with their sob stories and pockets empty. He takes them all on. In fact he keeps a todo list handy as he is backed up at the moment.
  • Loyal: Part of his CS infiltration training was to follow orders and assist his superiors no matter what. Even though he is a renegade he can’t shake the feeling to obey orders by someone with authority.
  • It’s all about the cheese: some folks are greedy for credits... Show Sal a block of cheese and he is all in for whatever you are selling. Gouda, Parmesan, Manchego, Munster... It does not matter. He is greedy for cheese.
  • Overconfident (race): Ratmen can pretty much do it all. They are the mary sues of the slums.
  • Small (race): Ratmen are light in the shorts: -1 toughness.
Edges:
  • Artificer: Artificers can create Arcane Devices and give them to their allies. See page 153.
    • AB:Weird Science(IF): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have. Blast(TW Nova blaster right arm), Intangibility (TW D Phase temporal mode upgrade), Cybernetic Booster (aspect, self only)
    • Ambidextrous (race):He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
    • Quick (Race):Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    • Streetwise (HJ): Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
    • Scrounger (HJ): A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
      • Gain 2d4 fully charged E-clips or ammo magazines for the firearms she and her teammates use.
      • Acquire a complete reload for one exotic or vehicular weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
      • Procure food for 2d6 people for a week.
      • Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NG-S2 Survival Pack).
      • Find some rare (not necessarily valuable) but needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks or treats, etc.).
    • Adept (HJ): Boost is now self only but innate!
    • Professional TW Skill (Hindrence)
    • Expert TW skill (Hindrence)
    • New Power Edge X2: Bolt, smite, teleport, healing
    • Master of Magic: access to mega power mods
    • More PPTS X3: +15 PPE
    • LVL Headed: 2 cards
    • Elan: +2 when spending a benny for a reroll
    • Blaster: BLASTER (+2): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8. Armor Piercing grants an extra +1 AP.
    • Expert Blaster: EXPERT BLASTER (+3): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage f ield powers increase the damage dice from d6 to d10. Armor Piercing grants an extra +2 AP.
    • Work the Room: Once per turn, you can use Work the Room to roll an additional skill die when Supporting with Persuasion or Performance. The additional die Supports any other ally who can see or hear your hero, and applies to their next action, whatever it may be.
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    Re: Sal TW for the 99th (swade)

    Post by Pender Lumkiss » Wed Aug 14, 2019 11:09 pm

    Advances
    • Initial Advances: professional (Technowizardry), expert (technowizardry)
    • Novice 1 Advance: New Power: Bolt (water blaster), Smite ( TW Silver Transmuter)
    • Novice 2 Advance: more ppts
    • Novice 3 Advance: Vigor increase
    • Seasoned 1 Advance:Vigor increase
    • Seasoned 2 Advance:Elan
    • Seasoned 3 Advance:more ppts
    • Seasoned 4 Advance: Master of magic
    • Veteran 1 Advance:lvl headed
    • Veteran 2 Advance:more ppts
    • Veteran 3 Advance:smarts increase to d12
    • Veteran 4 Advance:new power (Teleport: bombs away) (Healing: TW Nanite healing system)
    • Heroic 1 Advance:blaster
    • Heroic 2 Advance:expert blaster
    • Heroic 3 Advance: Work the Room.
    • Heroic 4 Advance:
    • Legendary 1 Advance:
    • Legendary 2 Advance:
    • Legendary 3 Advance:
    • Legendary 4 Advance:
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    Re: Sal TW for the 99th (swade)

    Post by Pender Lumkiss » Thu Aug 15, 2019 9:20 pm

    Gear! 18,000 creds.
    • Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use (1 lb, 30,000 credits).
    • 5EP for a roll on enchant items TW Shadow Cloak: An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract. When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).credits)
      PAYMENT
      9E0658F7-3C4A-417D-BF7C-F5644C88A4A7.jpeg
    • Adventure Survival Armor
    • TK Revolver (with one TW Minor Upgrade, see page 106)
      • Sunlight trapping
      • Arcane Disruption (Dispel) 40k
      • Constrictor Web (Entangle) 20k
    • NG-S2 Survival Pack
    • Tool Kit
    • Invalid dice code! ×1,000 credits.
    • Final product, costs 305k, 4 ppe per hour but recharges 30 per hour so not really an issue unless he cannot rest or travel is not leisurely. Has 5 PPE to help for those stressful times. 6 armor +2 toughness, +2 repair, and 4lbs.
      SWADE version.

      Salvatore Squeaks a renegade by any CS standard found an old broken down suit of T-13 in a junk pile just on the outskirts of Whykin. Well it might not be a piece of gouda or a fine smelling bree saul was able to drag it back to his workshop which was mostly a pile of cardboard boxes held together with spit and tape. After a few months of helping folks and trading the good deeds for the right kind of crystals and copper he managed to patch up the suit good as new. Even better he figured out a way to draw on the latent PPE most folks have and letting it flow into his armor to power it and replenish his own stores. It doesn’t hurt anyone and most folks never even realize it happens.
      Base item
      Base item: Triax T-13 Field Mechanic: Worn by field mechanics in the NGR, the T-13 Cyclops armor is lighter in weight for greater mobility. It also comes equipped with a sidearm shoulder holster, additional equipment pouches attached to the holster belt or the legs, and a portable tool kit attached to the waist belt. Larger equipment and tool kits are transported by hand, but the T-13 armor has some built-in tools to facilitate field repairs. First is a laser torch built into the right or left arm. In a pinch, the laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage). On the opposite arm, the T-13 features an extendable robot arm, used to access small areas and conduct repairs out of the mechanic's normal reach. The arm is fully articulated, able to use tools, pick up objects, manipulate controls, and so forth. It gives the mechanic Reach 1 and Strength d6. The robot arm is equipped with a laser finger which inflicts Str+d4 damage if used in melee. The Field Mechanic Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification, a thermal vision mode, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage. All of this grants the wearer +2 on Repair checks. T-13 body armor provides +6 Armor and +1 Toughness, as well as providing Full Environmental Protection. It also has all the same electronic and communications systems of the T-10. T-13 Armor has no Strength Minimum. (18 lb, 75,000 credits)
      Major Upgrade: rapid recharge 40k
      Major upgrade: improved rapid recharge 60k
      Major upgrade: Exceptional rapid recharge: 80k
      Minor upgrade: 5 PPE, can be restored by any character or recharged on a leyline in an hour.
      Minor: 1/2 weight 5k
      Minor: 1/2 weight 5k

      Final product, costs 305k, 4 ppe per hour but recharges 30 per hour so not really an issue unless he cannot rest or travel is not leisurely. Has 5 PPE to help for those stressful times. 6 armor +2 toughness, +2 repair, and 4lbs.
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    Re: Sal TW for the 99th (swade)

    Post by Sal » Mon Aug 26, 2019 4:49 pm

    Powers! Where do they come from and Mega Powers Engaged!
    Blast(known) “Cybernetic TW Nova Rifle”
    • Blast
      Rank: Seasoned
      Power Points: 3
      Range: Smarts ×2
      Duration: Instant
      Trappings: Cybernetic forearm blaster. Similiar to a TW Nova Rifle (swirling explosion of red energy)
      Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise (see Area Effect Attacks, page 97).
      • AREA EFFECT (+0/+1): The caster can focus the blast to a Small Blast Template for no extra cost, or a Large Blast Template for +1.„
        „
      • DAMAGE (+2): The blast causes 3d6 damage (4d6 with a raise).
      • GREATER BLAST (+4): The blast causes 4d6 Mega Damage (5d6 with a raise).
    Bolt(known)- Cybernetic TW water blaster
    • Rank: Novice
      Power Points: 1
      Range: Smarts ×2
      Duration: Instant
      Trappings: Forearm cybernetic blaster secondary mode. Integrated TW water blaster.
      Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one's foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise.
      • DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise)
      • GREATER BOLT (+4): The bolt causes 4d6 Mega Damage (5d6 with a raise).
      • ONSLAUGHT (+2): The bolt attack is made at Rate of Fire 2 (ignores the Recoil penalty and Bullets Per Rate of Fire rule) and may be used for Suppressive Fire (see Savage Worlds).
    Entangle(tw revolver) “TW constrictor”
    • Rank: Novice
      Power Points: 2 
      Range: Smarts
      Duration: Instant
      Trappings: Similar to a TW constrictor where a magic net entangles foes.
      Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he's Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98.
      • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.„
    Fear(TW shadow cloak) “Horror Factor”
    • Rank: Novice
      Power Points: 2
      Range: Smarts
      Duration: Instant
      Trappings: Supernatural Horror Factor
      This power causes overwhelming dread and horror. The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results.
      • .
    Dispel(tw revolver arcane disruption)
    • Rank: Seasoned
      Power Points: 1
      Range: Smarts
      Duration: Instant
      Trappings: Similar to the TW disruptor pistol, but an arcane disruptor version.
      Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon's breath or a banshee's scream. Dispel affects arcane devices normally (see Arcane Devices, page 153). Dispel can be used on a power already in effect or to counter an enemy power as it's being used. The latter requires the countering mage to be on Hold and interrupt his foe's action. In either case, dispelling an opponent's power is an opposed roll of arcane skills (with a −2 modifier if the rival's power is of another type such as magic vs. miracles, psionics vs. weird science, etc.). If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
    boost(known, auto raise, aspect, self) “TW Cyberwire”
    • Rank: Novice
      Power Points: 1 (normally 2 but aspect so no lower)
      Range: Smarts
      Duration: 5 (boost)
      Trappings: TW Cyberwire.
      This power allows a character to increase or decrease a target's Trait (attribute or skill). Boosting an ally's Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy's Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don't stack on a single Trait (take the highest), but may affect different Traits.
      • GREATER BOOST/LOWER TRAIT (+2): The power's effects are enhanced— with a success the selected Trait gains a free reroll once per round, on a raise once per action. For lower Trait the target takes the lowest result re-rolled.
    Invisibility(TW shadow cloak) “Shadow Meld”
    • Rank: Seasoned
      Power Points: 5
      Range: Smarts
      Duration: 5
      Trappings: Shadow Meld.
      With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
    Intangibility(known) “Dimensional Phase cybernetic upgrade mode”
    • Rank: Heroic
      Power Points: 5
      Range: Smarts
      Duration: 5
      Trappings: Dimensional phase
      With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items. The being becomes corporeal when the power ends, but if within someone or something he's shunted to the nearest open space and Stunned. If cast on an unwilling target, the victim resists with Spirit.
      • GREATER INTANGIBILITY (+3): Intangibility's Duration is measured in minutes instead of rounds. The recipient reduces the damage from supernatural attacks by four points, eight with a raise.
    Teleport(known), “TW bombs away bomb”
    • Rank: Seasoned
      Power Points: 2
      Range: Smarts
      Duration: Instant
      Trappings: Teleportation Bombs
      Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll. Opponents adjacent to a character who teleports away don't get a free attack (see Withdrawing from Melee, page 109). If casting teleport on a willing subject, the caster decides where they move to, not the target.
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.„
      • TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not be teleported into solid objects.
      • GREATER TELEPORT (+2): The distance teleported extends to 25" (50 yards) or double that with a raise.
    [/list]
    Detect arcana(TW magic optics)(self only, aspect)
    • Rank: Novice
      Power Points: 2
      Range: Smarts
      Duration: 5 (detect);
      Trappings: Magical arcane sight Goggles
      Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
    Darksight(TW magic optics)(self only)
    • Darksight Rank: Novice
      Power Points: 1
      Range: Smarts
      Duration: One hour
      Trappings: Magical arcane sight Goggles
      Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
    Farsight (TWmagic optics)
    • Rank: Seasoned
      Power Points: 2
      Range: Smarts
      Duration: 5
      Trappings: Magical arcane sight Goggles
      allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant. With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range.
    Smite (known) “Silver Nanites”
    • Rank: Novice
      Power Points: 2
      Range: Smarts
      Duration: 5
      Trappings: Tube of nanites capable of turning any melee weapon or ranged ammo into a potent magically embodied silver.
      This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon's damage is increased by +2, or +4 with a raise.
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      • GREATER SMITE (+2): The weapon's damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn't already.
    Healing (Known) “ Cellular Regeneration Nano Bots”
    Rank: Novice
    Power Points: 3
    Range: Touch
    Duration: Instant
    Trappings: Injection by some magical nano bots.
    Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
    • GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.„
    • CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.„
    • NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
    • MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.
      Bennies 4/3, 1 conviction
      +4 Bennies
      +1 Benny for cool background story
      -1 Benny for initiative draw[
      -1 benny given to grilda
      +1 Benny
      +1 Conviction
      Sal at a glance
      Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
      Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
      Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
      Combat Edges: Level Headed, Quick, and Elan
      Powers: 30/12 PPE left, 2 out of 6 devices created
      Has an Environmental Protection Device with 5ppts left
      Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
      Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
      Everyone also has +2 die types to shooting and a freereroll on every shooting action.

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